﻿using DL.Characters.Player.FSM.StateMachine;

namespace DL.Characters.Player.FSM.State
{
    public class PlayerSprintState : PlayerLocomotionState
    {
        public PlayerSprintState(PlayerMoveStateMachine playerStateMachine, int property = 0) : base(playerStateMachine, property)
        { }
        public override void Enter()
        {
            // Animator.SetBool(AnimatorParameter.HasInput, true);
            ReusableData.InputMult = m_MovementActionConfigSo.SprintSpeed;
            // ReusableData.RotationTime = .08f;
            ReusableData.Sprinting = true;
            base.Enter();
        }

        public override void Exit()
        {
            ReusableData.Sprinting = false;
            base.Exit();
        }

        // protected override void AddInputActionCallBacks()
        // {
        //     StateMachine.InputSystem._playerInputActions.Movement.canceled += EnterlocomotionStopStart;
        //     StateMachine.InputSystem._playerInputActions.Movement.started += CancellocomotionStart;
        //     StateMachine.InputSystem._playerInputActions.LeftShift.started += OnEnterDodgeState;
        // }
        //
        // protected override void RemoveInputActionCallBacks()
        // {
        //     StateMachine.InputSystem._playerInputActions.Movement.canceled -= EnterlocomotionStopStart;
        //     StateMachine.InputSystem._playerInputActions.Movement.started -= CancellocomotionStart;
        //     StateMachine.InputSystem._playerInputActions.LeftShift.started -= OnEnterDodgeState;
        // }


    }
}